Actually gems aren't season only items, not on the current PTR build at least. The season only items weren't revealed yet, though there were some datamines from DFans on those items.
Gems are not season only. There will be new legendary gear (only ~10 or so were datamined iirc) and achievements for seasons but that is all they have said afaik. Seasons are mostly for people that have "beat" the game and want to start over.
What's up with the derogatory terms for modes you don't consider pro enough? I've seen it quite often lately.... Jeez, can't other people have different gameplay without being labeled as noobs and scrubs?
By the way, as other said, there will be new Legendary items each season that will be dropped on normal as soon the new ladder will begin, so players not partecipating will get the new stuff too.... with a bit of delay.
If this is, then I am greatly disappointed in the Blizzard team. There is really no point doing season.
Please tell me this is not just it.
Hah, I like this thread. The reason to do seasons is to be forced to start over without Plvls. In order to measure your progress against others. As a small side benefit, there will be a few legendaries unique to the season until it completes. That is all. Thank God.
Also...
And for people who want access to the full spectrum of loot in a loot based game.
Have fun wasting your time in scrubcore,
You do realize all the time you spend going from 1-70 in a season could be considered literally wasted time unless you're competing for leaderboards. You'll also do everything far less efficiently without your normal-mode Plvl and gear.. so even though experience rolls over, you're still "wasting time". Actually, there are only two things that can make playing season not strictly a waste of time as measured by anyone who isn't starting over for the fun of it. You could get lucky and get a season-only legendary that you want, or you could compete on the leaderboards. If neither of those happen, you've just played inefficiently for a while. I've got nothing against that, but as someone who would call normal mode "Scrubcore", I'd assume you'd care that you're playing in a less efficient fashion.
There's also the chance that you just love the idea of starting over without plvls.. but I prefer to feel like a god when making alts : P
Just cause you view it as a waste of time starting over and not competing on the leader boards doesn't mean that's everyone's view... I'm starting over just cause its boring as hell having everything so its basically like starting over again and that's the only reason I'm playing seasons. If I wanted to compete with people I would go play Dota or something else that's focued on competition.
I would like to see how far those who have "beaten" the game or have "gotten everything" go when the greater rifts come live in "scrubcore".
Everyone has a different opinion on what's challenging and scrub in this game, personally i think leveling and starting over is actually for "scrubs" who can't improve more, but again, opinions.
So please don't judge others for their choice and opinion.
OT: Legendary gems are a reward for greater rifts and not seasons,
as some have pointed out there will be some season exclusive items that will later roll into the softcore/hardcore pool of items once the season ends.
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Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Everyone has a different opinion on what's challenging and scrub in this game, personally i think leveling and starting over is actually for "scrubs" who can't improve more, but again, opinions.
I think it's hilarious that people think "racing" to get the most XP is the definition of "not a scrub."
I would like to believe that the best test of "skill" would be solo GRift leaderboards... and not re-leveling 1-70 every few months. But that might just be crazy-talk too. It's the internet. Everyone has to feel like what THEY do is the most-badass thing ever. More and more people seem to be defining how "good" they are at something by how many hours they devote to it. I guess this is the age of streamer mentality huh?
I would like to believe that the best test of "skill" would be solo GRift leaderboards... and not re-leveling 1-70 every few months.
I agree with this. But wish they would allow the GRift leaderboards to be sorted in PLvl categories too (say every 100 plvs), so you could compare yourself to others at a similar PLvl. Would help the newer players compare themselves to their peers instead of being buried under players with PLvls 400, 500 +. Not a big deal, but would be a nice breakdown to see.
More and more people seem to be defining how "good" they are at something by how many hours they devote to it. I guess this is the age of streamer mentality huh?
I know we are in OT territory now, but i think that in general if you devote more hours into something, you will get better.... but leveling faster isn't a display of skill, expecially during this "pre-season" where we saw afk exp farming and ghom botting. at least the former has been fixed, but i bet we will see a new experience farm exploit.
But as i saw recently, everything should be an esport and if you aren't flexing your e-peen hard enough, you are playing wrong and you are a scrub.
As i always said, i see season as a way to hard reset my progress and start from scratch, which i always found fun to do in Diablo 2 once every 4-6 months, but i'm aware to not being able to compete in the leveling race because i have other games to play....
How else do you plan to incentivespeople to play ladder? exclusive loot and leader boards, you have better suggestions I think we would love to hear them.
How else do you plan to incentivespeople to play ladder? exclusive loot and leader boards, you have better suggestions I think we would love to hear them.
Why do people need to be "incentivized" to play ladders?
If you like ladders then play them.
If you don't like ladders then don't play them.
Incentivizing them implies that there is a need to convert people who don't have an interest in ladders into playing that game mode. Why exactly is there a need to take JoeBob47, who has no interest in ladders, and try to shoehorn his experience into something he dislikes?
The notion that there should be an incentive to play ladders, fundamentally, means that someone, somewhere, believes that people who don't have interest in ladders need to be converted. If people just like to play standard softcore who gives a fuck? It's like trying to incentivize hardcore. What fundamental purpose does it serve? If people don't like hardcore what does it matter?
Legendary Gems are not seasonal at all. Instead you get them from Greater Rifts and the likes.
There will be a number of various legendaries with powerful effects that will be seasonal, however, with them becoming available to all upon a season ending.
So, really, there aren't many incentives for doing seasons. You essentially have to level a character plus multiple artisans from scratch. Time spent lvling up the new characters is time NOT spent farming up new gems/greater rifts/Paragon lvls on the old characters. In addition, you aren't even guaranteed to get those "new legendaries", or at least get good rolls of them. It'll take quite a bit of time to get a fresh new character up to T6 farming difficulty, and a very long time to get to lvl 50 Grift difficulty. Why even bother, when those new legendaries will be available for your P500 T6 difficulty character to farm in a few months?
Thus, Seasonal characters should recieve a number of benefits. First, Legendary drop rate on seasonal characters should be increased by an additional 100%, so that you are guaranteed to get multiple versions of those shiny epics, in addition to better rolls of older legendaries.
As for XP, your seasonal paragon levels should be outright added to your total paragon lvls upon a merge- if you had 500 paragon lvl on the non-seasonal characters, and your seasonal reached paragon 200, you'll have paragon 700 lvl afterwards.
Finally, gear space- upon merging, you'll gain additional stash tabs for each tab your seasonal characters purchased, so you don't run out of room to store all the new loot.
As for XP, your seasonal paragon levels should be outright added to your total paragon lvls upon a merge- if you had 500 paragon lvl on the non-seasonal characters, and your seasonal reached paragon 200, you'll have paragon 700 lvl afterwards.
Ummm. No. The xp from p0-p200 < p500-p700.
Without googling up an xp chart and doing some maths, I'd guess in this scenario you'd be looking at P550 or so.
Legendary Gems are not seasonal at all. Instead you get them from Greater Rifts and the likes.
There will be a number of various legendaries with powerful effects that will be seasonal, however, with them becoming available to all upon a season ending.
So, really, there aren't many incentives for doing seasons. You essentially have to level a character plus multiple artisans from scratch. Time spent lvling up the new characters is time NOT spent farming up new gems/greater rifts/Paragon lvls on the old characters. In addition, you aren't even guaranteed to get those "new legendaries", or at least get good rolls of them. It'll take quite a bit of time to get a fresh new character up to T6 farming difficulty, and a very long time to get to lvl 50 Grift difficulty. Why even bother, when those new legendaries will be available for your P500 T6 difficulty character to farm in a few months?
Thus, Seasonal characters should recieve a number of benefits. First, Legendary drop rate on seasonal characters should be increased by an additional 100%, so that you are guaranteed to get multiple versions of those shiny epics, in addition to better rolls of older legendaries.
As for XP, your seasonal paragon levels should be outright added to your total paragon lvls upon a merge- if you had 500 paragon lvl on the non-seasonal characters, and your seasonal reached paragon 200, you'll have paragon 700 lvl afterwards.
Finally, gear space- upon merging, you'll gain additional stash tabs for each tab your seasonal characters purchased, so you don't run out of room to store all the new loot.
Disagree with everything in this post. You seem to be suggesting that playing seasons should give you better and faster progression than playing non-seasons. As Shaggy pointed out quite well, there should not be an intent to incentivize everyone into playing seasons. I don't want to play seasons. At all. I will feel straight up shafted if seasons suddenly have double drop rate and plvl gain is actually FASTER in seasons. Rubbish.
Legendary Gems are not seasonal at all. Instead you get them from Greater Rifts and the likes.
There will be a number of various legendaries with powerful effects that will be seasonal, however, with them becoming available to all upon a season ending.
So, really, there aren't many incentives for doing seasons. You essentially have to level a character plus multiple artisans from scratch. Time spent lvling up the new characters is time NOT spent farming up new gems/greater rifts/Paragon lvls on the old characters. In addition, you aren't even guaranteed to get those "new legendaries", or at least get good rolls of them. It'll take quite a bit of time to get a fresh new character up to T6 farming difficulty, and a very long time to get to lvl 50 Grift difficulty. Why even bother, when those new legendaries will be available for your P500 T6 difficulty character to farm in a few months?
Thus, Seasonal characters should recieve a number of benefits. First, Legendary drop rate on seasonal characters should be increased by an additional 100%, so that you are guaranteed to get multiple versions of those shiny epics, in addition to better rolls of older legendaries.
As for XP, your seasonal paragon levels should be outright added to your total paragon lvls upon a merge- if you had 500 paragon lvl on the non-seasonal characters, and your seasonal reached paragon 200, you'll have paragon 700 lvl afterwards.
Finally, gear space- upon merging, you'll gain additional stash tabs for each tab your seasonal characters purchased, so you don't run out of room to store all the new loot.
There aren't any incentives for you to do seasons. Some people like the idea of starting fresh and competing against others. I don't really care for it as I know there are people with a lot more free time than I and as such that kind of competition seems a bit pointless (among so many others unfortunately), but it's okay for you to not like a feature. It doesn't have to be molded to fit your individual desires.
I could probably get behind a shorter season with increased legendary drop rate, but it certainly doesn't need to be that way. I don't think seasons have appeared on the PTR at all thus far so they may even choose to do something like that, but I would guess not.
As for merging paragon levels, that wouldn't really make sense, since 1-200 is far easier than 500-700. But as far as I can remember, they said they are merging paragon experience. So level 200 paragon merged on top of level 500 paragon might get you to 550, or whatever it works out to be.
And I can't see extra stash space being based on seasonal characters tabs, because then people not interested in seasons would feel forced to make seasonal characters to get extra stash space. I feel like post-season roll-over stash space is a concern that needs addressed (unless they already addressed it and I missed it), but if it's going to be, I suspect the increase will be for everyone. I imagined something more like, the season ends and your season characters are accessible by inventory only - and you have 2 weeks or something to transfer items from them to your non-seasonal stash before it gets wiped. With maybe an extra stash tab every X seasons, if they're feeling generous.
There aren't any incentives for you to do seasons. Some people like the idea of starting fresh and competing against others. I don't really care for it as I know there are people with a lot more free time than I and as such that kind of competition seems a bit pointless (among so many others unfortunately), but it's okay for you to not like a feature. It doesn't have to be molded to fit your individual desires.
And, ultimately, that's the flaw with the "incentivize people to do seasons!" rhetoric.
Maybe seasons just aren't for everyone. Hardcore isn't for everyone and the game hasn't imploded because there aren't X number of people playing hardcore. Why should seasons be any different? Why do there need to be subtle points of coercion to get people to play seasons?
Shouldn't playing seasons or standard, normal or hardcore, boil down to what each individual player finds fun and not be based on a jacked-up reward structure? To me it's very much like the early days of WoW where the best items for PvP came from raiding. If you didn't like to raid, but you liked to PvP then you were flat-out screwed. That paradigm didn't last long before Blizzard identified it as caustic because it created a false sense of choice. A new player would jump in and say "OH SHIT! Yeah! I want to PvP!" but have no idea until it was too late that unless they also liked to raid they'd never have a chance to flourish at their chosen activity.
What Okakeri seems to want is to be rewarded with "super-duper enhanced farming mode" for the inconvenience of VOLUNTARILY rerolling. And that's all well and good, but it also seems like an obvious case of someone who wants "their playstyle" to be endorsed by Blizzard as the "best playstyle" and that's just silly.
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Please tell me this is not just it.
By the way, as other said, there will be new Legendary items each season that will be dropped on normal as soon the new ladder will begin, so players not partecipating will get the new stuff too.... with a bit of delay.
Also...
You do realize all the time you spend going from 1-70 in a season could be considered literally wasted time unless you're competing for leaderboards. You'll also do everything far less efficiently without your normal-mode Plvl and gear.. so even though experience rolls over, you're still "wasting time". Actually, there are only two things that can make playing season not strictly a waste of time as measured by anyone who isn't starting over for the fun of it. You could get lucky and get a season-only legendary that you want, or you could compete on the leaderboards. If neither of those happen, you've just played inefficiently for a while. I've got nothing against that, but as someone who would call normal mode "Scrubcore", I'd assume you'd care that you're playing in a less efficient fashion.
There's also the chance that you just love the idea of starting over without plvls.. but I prefer to feel like a god when making alts : P
Everyone has a different opinion on what's challenging and scrub in this game, personally i think leveling and starting over is actually for "scrubs" who can't improve more, but again, opinions.
So please don't judge others for their choice and opinion.
OT: Legendary gems are a reward for greater rifts and not seasons,
as some have pointed out there will be some season exclusive items that will later roll into the softcore/hardcore pool of items once the season ends.
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
I would like to believe that the best test of "skill" would be solo GRift leaderboards... and not re-leveling 1-70 every few months. But that might just be crazy-talk too. It's the internet. Everyone has to feel like what THEY do is the most-badass thing ever. More and more people seem to be defining how "good" they are at something by how many hours they devote to it. I guess this is the age of streamer mentality huh?
But as i saw recently, everything should be an esport and if you aren't flexing your e-peen hard enough, you are playing wrong and you are a scrub.
As i always said, i see season as a way to hard reset my progress and start from scratch, which i always found fun to do in Diablo 2 once every 4-6 months, but i'm aware to not being able to compete in the leveling race because i have other games to play....
If you like ladders then play them.
If you don't like ladders then don't play them.
Incentivizing them implies that there is a need to convert people who don't have an interest in ladders into playing that game mode. Why exactly is there a need to take JoeBob47, who has no interest in ladders, and try to shoehorn his experience into something he dislikes?
The notion that there should be an incentive to play ladders, fundamentally, means that someone, somewhere, believes that people who don't have interest in ladders need to be converted. If people just like to play standard softcore who gives a fuck? It's like trying to incentivize hardcore. What fundamental purpose does it serve? If people don't like hardcore what does it matter?
There will be a number of various legendaries with powerful effects that will be seasonal, however, with them becoming available to all upon a season ending.
So, really, there aren't many incentives for doing seasons. You essentially have to level a character plus multiple artisans from scratch. Time spent lvling up the new characters is time NOT spent farming up new gems/greater rifts/Paragon lvls on the old characters. In addition, you aren't even guaranteed to get those "new legendaries", or at least get good rolls of them. It'll take quite a bit of time to get a fresh new character up to T6 farming difficulty, and a very long time to get to lvl 50 Grift difficulty. Why even bother, when those new legendaries will be available for your P500 T6 difficulty character to farm in a few months?
Thus, Seasonal characters should recieve a number of benefits. First, Legendary drop rate on seasonal characters should be increased by an additional 100%, so that you are guaranteed to get multiple versions of those shiny epics, in addition to better rolls of older legendaries.
As for XP, your seasonal paragon levels should be outright added to your total paragon lvls upon a merge- if you had 500 paragon lvl on the non-seasonal characters, and your seasonal reached paragon 200, you'll have paragon 700 lvl afterwards.
Finally, gear space- upon merging, you'll gain additional stash tabs for each tab your seasonal characters purchased, so you don't run out of room to store all the new loot.
Without googling up an xp chart and doing some maths, I'd guess in this scenario you'd be looking at P550 or so.
I could probably get behind a shorter season with increased legendary drop rate, but it certainly doesn't need to be that way. I don't think seasons have appeared on the PTR at all thus far so they may even choose to do something like that, but I would guess not.
As for merging paragon levels, that wouldn't really make sense, since 1-200 is far easier than 500-700. But as far as I can remember, they said they are merging paragon experience. So level 200 paragon merged on top of level 500 paragon might get you to 550, or whatever it works out to be.
And I can't see extra stash space being based on seasonal characters tabs, because then people not interested in seasons would feel forced to make seasonal characters to get extra stash space. I feel like post-season roll-over stash space is a concern that needs addressed (unless they already addressed it and I missed it), but if it's going to be, I suspect the increase will be for everyone. I imagined something more like, the season ends and your season characters are accessible by inventory only - and you have 2 weeks or something to transfer items from them to your non-seasonal stash before it gets wiped. With maybe an extra stash tab every X seasons, if they're feeling generous.
http://us.battle.net/d3/en/profile/Spiral-1401/hero/65250518
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
Maybe seasons just aren't for everyone. Hardcore isn't for everyone and the game hasn't imploded because there aren't X number of people playing hardcore. Why should seasons be any different? Why do there need to be subtle points of coercion to get people to play seasons?
Shouldn't playing seasons or standard, normal or hardcore, boil down to what each individual player finds fun and not be based on a jacked-up reward structure? To me it's very much like the early days of WoW where the best items for PvP came from raiding. If you didn't like to raid, but you liked to PvP then you were flat-out screwed. That paradigm didn't last long before Blizzard identified it as caustic because it created a false sense of choice. A new player would jump in and say "OH SHIT! Yeah! I want to PvP!" but have no idea until it was too late that unless they also liked to raid they'd never have a chance to flourish at their chosen activity.
What Okakeri seems to want is to be rewarded with "super-duper enhanced farming mode" for the inconvenience of VOLUNTARILY rerolling. And that's all well and good, but it also seems like an obvious case of someone who wants "their playstyle" to be endorsed by Blizzard as the "best playstyle" and that's just silly.